Oh that Halph-block in the Entrace sure is annoying! I reckon if the room was flipped and exit was to the south, that tactic would work :D
@RabscuttleRabbit3 ай бұрын
Yeah, I believe brained preference is N, E/W, S so both sides would work if the room was flipped, but if the passageway was horizontal then it'd be ok if Halph was standing to the SE or SW.
@pavolkollar77483 ай бұрын
@@RabscuttleRabbit Shame. May you get a room that DOES get solved fast when employing that trick within the playthrough!
@pavolkollar77483 ай бұрын
Small idea for 20th level Entrance: How about taking Halph with you and stepping on the first trapdoor? That way you only have two squares to worry about and can hack at the roaches.
@Munby15 ай бұрын
Beethro is just passing through.
@Leylite Жыл бұрын
I think it should be possible to do Third Level 1S1W even faster if you have Halph run through the east corridor as he did on the first run, but as he comes through the middle, tap him to follow Beethro into the south corridor and put him on the east side of it such that Halph catches the queen before it goes into the inner chamber. In principle, that should mean you don't have to send Halph over to the north airlock, or Beethro to the orb that closes the trap yellow door again.
@RabscuttleRabbit Жыл бұрын
yes!
@RabscuttleRabbit Жыл бұрын
I think I lost my cursor somewhere, so when I'm saying "this orb here" etc, imagine that I'm pointing somewhere appropriate.
@Leylite Жыл бұрын
Interesting idea for a series. If my calculations are correct, the only things in King Dugan's Dungeon that could kill Halph are swords (either from a mimic or Beethro), because regular enemies can't kill Halph, serpents can't move into Halph, and the kinds of hazards that would normally kill Halph (bombs, hot tiles, etc.) don't exist yet. So, trying to optimize rooms with Halph's help is pretty much the only meaningfully interesting thing you could do with him, in terms of analyzing his impact on a room.
@RabscuttleRabbit Жыл бұрын
The other thing Halph can do is make a room impossible if he blocks the exit. I don't think there's any rooms like that in KDD (the roach room in L13 could have been one, but there's space to go round him), but there is a room in JtRH which is impossible if Halph follows you in.
@danielhiggins4355 Жыл бұрын
@@RabscuttleRabbitwhich room?
@RabscuttleRabbit Жыл бұрын
@@danielhiggins4355L9 (mimic level), there's a room where you just have a one-wide corridor (with queens in separate areas)
@danielhiggins4355 Жыл бұрын
Really cool demo! You mentioned that this was your favourite room to optimise in the level and it's clear to see why.
@Leylite Жыл бұрын
Aesthetically pleasing! Very fitting for this level.
@Leylite3 жыл бұрын
Thank you for explaining the pun, I actually missed it entirely when I was playing the hold. I guess I just wasn't familiar with the term "spirit level".
@RabscuttleRabbit3 жыл бұрын
Ha, that's no good. I tried to hint at it in the intro text, but if you don't know what it is, then it's just going to be confusing. (much like everything else)
@DragonFogel3 жыл бұрын
I got a lot of satisfaction out of hearing you laugh at this. Glad you enjoyed it!
@LimeLivesMatter4 жыл бұрын
Omg, I'm on the *Eleventh Level: Once South, Twice East* of *DROD King Dugan's Dungeon* - 33:40 I'm currently posting videos demonstrating how to complete the challenge and the room altogether during the pandemic year. The ones I considered hard will be the ones I post on my channel. I put work into completing every room. I love DROD that I bought the full version of *DROD Gunthro and The Epic Blunder* (all versions of DROD, I believe)
@Leylite4 жыл бұрын
Re: the "what floor goes under oremites", I think it follows a similar algorithm to "what floor goes under crumbly walls when you destroy them". I think mrimer said it was based on what the majority number of tiles' floor type was that borders the region, but there was supposed to be some kind of deterministic tie-breaking to make sure that you wouldn't get drastically different results based on what order you destroyed walls in. That said, it's probably a really simple thing that's a best-guess that works well for most average situations.
@MauveButterfly4 жыл бұрын
I consider 2N to be broken, since both you and mxvladi solved it without pushing the two headed serpents. As neat as your mimic manipulation was, I'll still be changing 2N in the final compilation. Also, there was a second scroll in the entrance that explicitly states that you can push the two headed serpents.
@RabscuttleRabbit4 жыл бұрын
ohhhhh. Yeah, I didn't read that scroll at all, did I. oops.
@MauveButterfly4 жыл бұрын
I think that they're called Two Headed Serpents because Blorx likes to have misleading contest entry titles.
@MauveButterfly4 жыл бұрын
I'm glad that the projection trick didn't end up being required for that room.
@Leylite4 жыл бұрын
The game audio seems to be a couple seconds late in this episode, although your voice commentary seems to be pretty close in-sync to the video.
@RabscuttleRabbit4 жыл бұрын
Hmm yeah. Also affects the next vid. No idea if it's possible to fix after the fact, but I'll try to make sure it doesn't happen for the remaining vids.
@Leylite4 жыл бұрын
Neat solution to The Entrance! I wound up using a solution that escapes via the green door, but yours works even if the trap is more isolated and there's no way out of it for Beethro.
@MauveButterfly4 жыл бұрын
This made dropping trapdoors with mimics enjoyable! Very impressive compilation. I'd like to see this done with some other holds. I feel like with modern tools, it would be much easier to record and playback the demos. It'd still be an absurd amount of work to path out the demos in the first place though.
@RabscuttleRabbit4 жыл бұрын
Yeah, I've wanted to do it for other holds for ages. Umpteen years ago I did write a little program that could look at a pool of demos and work out the fastest way through a particular level - the "Damn Stairs" vid on my channel was the result of that. Then I had a computer crash so I never got further than that simple case. I wanted to eventually do stuff like trying to add turn moves at the end of one demo so it could match up to a demo that started with a different sword orientation. Nowadays it's a bit more complicated - there's global scripts and variables to worry about, so making sure the end of one demo matches the start of another demo is a bit more fiddly. I do have some vague half-formed plans to get back to this so I've been thinking about it a bit, and I got as far as getting compiling DROD's source code. Although I just started a new job, so free time isn't what it used to be.
@MauveButterfly4 жыл бұрын
I wonder if trying to use TAS (tool-assisted-speedrun) software would help with this. Instead of trying to stitch demos together, you'd just have a list of inputs (and delays?) and have the computer play through the hold. I guess that sort of thing would mess with high scores though, so that would be a potential issue.
@keiyakins3 жыл бұрын
@@MauveButterfly I mean, with unlimited undo and the turn based nature, the game basically had TAS tools built in.
@MauveButterfly5 жыл бұрын
Thanks for participating in the race. The invisibility trick in my level was not intended, but thinking outside the box like that in a race context should be rewarded so I fully embrace that being a solution to the room.
@hikaru60275 жыл бұрын
last time I played this game when I was a kid, though the game is not real time action, still, this game need some adrenaline
@кластьпочва5 жыл бұрын
Спасибо от души, дружище! От этой игры у меня сильная ностальгия. Но я детстве я не мог её пройти из-за высокой сложности, но благодаря тебе я могу наблюдать все её уровни. Ещё раз спасибо.
@dowlgrett16105 жыл бұрын
Wow, that's very impressive!
@Puzzlecat8 жыл бұрын
Love it.
@RabscuttleRabbit13 жыл бұрын
@alexfords I would have liked to do more of this except the hard-drive the tools I wrote to create it were on crashed :(